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https://github.com/nillerusr/source-engine.git
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939 lines
22 KiB
C++
939 lines
22 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
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// events
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_default.h"
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#include "ai_task.h"
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#include "ai_schedule.h"
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#include "ai_node.h"
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#include "ai_hull.h"
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#include "ai_hint.h"
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#include "ai_memory.h"
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#include "ai_route.h"
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#include "ai_motor.h"
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#include "hl1_npc_barney.h"
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#include "soundent.h"
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#include "game.h"
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#include "npcevent.h"
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#include "entitylist.h"
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#include "activitylist.h"
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#include "animation.h"
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#include "basecombatweapon.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "ai_behavior_follow.h"
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#include "AI_Criteria.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#define BA_ATTACK "BA_ATTACK"
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#define BA_MAD "BA_MAD"
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#define BA_SHOT "BA_SHOT"
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#define BA_KILL "BA_KILL"
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#define BA_POK "BA_POK"
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ConVar sk_barney_health( "sk_barney_health","35");
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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// first flag is barney dying for scripted sequences?
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#define BARNEY_AE_DRAW ( 2 )
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#define BARNEY_AE_SHOOT ( 3 )
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#define BARNEY_AE_HOLSTER ( 4 )
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#define BARNEY_BODY_GUNHOLSTERED 0
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#define BARNEY_BODY_GUNDRAWN 1
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#define BARNEY_BODY_GUNGONE 2
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CNPC_Barney )
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DEFINE_FIELD( m_fGunDrawn, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flPainTime, FIELD_TIME ),
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DEFINE_FIELD( m_flCheckAttackTime, FIELD_TIME ),
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DEFINE_FIELD( m_fLastAttackCheck, FIELD_BOOLEAN ),
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DEFINE_THINKFUNC( SUB_LVFadeOut ),
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//DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( monster_barney, CNPC_Barney );
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static BOOL IsFacing( CBaseEntity *pevTest, const Vector &reference )
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{
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Vector vecDir = (reference - pevTest->GetAbsOrigin());
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vecDir.z = 0;
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VectorNormalize( vecDir );
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Vector forward;
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QAngle angle;
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angle = pevTest->GetAbsAngles();
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angle.x = 0;
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AngleVectors( angle, &forward );
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// He's facing me, he meant it
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if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_Barney::Spawn()
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{
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Precache( );
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SetModel( "models/barney.mdl");
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SetRenderColor( 255, 255, 255, 255 );
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SetHullType(HULL_HUMAN);
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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m_bloodColor = BLOOD_COLOR_RED;
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m_iHealth = sk_barney_health.GetFloat();
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SetViewOffset( Vector ( 0, 0, 100 ) );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
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m_NPCState = NPC_STATE_NONE;
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SetBodygroup( 1, 0 );
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m_fGunDrawn = false;
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CapabilitiesClear();
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE | bits_CAP_DOORS_GROUP);
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CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );
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NPCInit();
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SetUse( &CNPC_Barney::FollowerUse );
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CNPC_Barney::Precache()
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{
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m_iAmmoType = GetAmmoDef()->Index("9mmRound");
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PrecacheModel("models/barney.mdl");
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PrecacheScriptSound( "Barney.FirePistol" );
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PrecacheScriptSound( "Barney.Pain" );
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PrecacheScriptSound( "Barney.Die" );
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// every new barney must call this, otherwise
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// when a level is loaded, nobody will talk (time is reset to 0)
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TalkInit();
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BaseClass::Precache();
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}
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void CNPC_Barney::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet )
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{
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BaseClass::ModifyOrAppendCriteria( criteriaSet );
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bool predisaster = FBitSet( m_spawnflags, SF_NPC_PREDISASTER ) ? true : false;
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criteriaSet.AppendCriteria( "disaster", predisaster ? "[disaster::pre]" : "[disaster::post]" );
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}
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// Init talk data
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void CNPC_Barney::TalkInit()
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{
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BaseClass::TalkInit();
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// get voice for head - just one barney voice for now
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GetExpresser()->SetVoicePitch( 100 );
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}
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//=========================================================
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// GetSoundInterests - returns a bit mask indicating which types
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// of sounds this monster regards.
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//=========================================================
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int CNPC_Barney::GetSoundInterests ( void)
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{
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return SOUND_WORLD |
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SOUND_COMBAT |
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SOUND_CARCASS |
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SOUND_MEAT |
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SOUND_GARBAGE |
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SOUND_DANGER |
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SOUND_PLAYER;
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}
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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Class_T CNPC_Barney::Classify ( void )
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{
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return CLASS_PLAYER_ALLY;
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}
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//=========================================================
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// ALertSound - barney says "Freeze!"
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//=========================================================
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void CNPC_Barney::AlertSound( void )
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{
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if ( GetEnemy() != NULL )
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{
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if ( IsOkToSpeak() )
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{
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Speak( BA_ATTACK );
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}
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}
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CNPC_Barney::SetYawSpeed ( void )
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{
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int ys;
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ys = 0;
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switch ( GetActivity() )
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{
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case ACT_IDLE:
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ys = 70;
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break;
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case ACT_WALK:
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ys = 70;
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break;
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case ACT_RUN:
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ys = 90;
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break;
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default:
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ys = 70;
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break;
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}
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GetMotor()->SetYawSpeed( ys );
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}
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//=========================================================
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// CheckRangeAttack1
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//=========================================================
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bool CNPC_Barney::CheckRangeAttack1 ( float flDot, float flDist )
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{
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if ( gpGlobals->curtime > m_flCheckAttackTime )
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{
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trace_t tr;
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Vector shootOrigin = GetAbsOrigin() + Vector( 0, 0, 55 );
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CBaseEntity *pEnemy = GetEnemy();
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Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->GetAbsOrigin()) + GetEnemyLKP() );
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UTIL_TraceLine ( shootOrigin, shootTarget, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
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m_flCheckAttackTime = gpGlobals->curtime + 1;
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if ( tr.fraction == 1.0 || ( tr.m_pEnt != NULL && tr.m_pEnt == pEnemy) )
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m_fLastAttackCheck = TRUE;
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else
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m_fLastAttackCheck = FALSE;
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m_flCheckAttackTime = gpGlobals->curtime + 1.5;
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}
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return m_fLastAttackCheck;
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}
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//------------------------------------------------------------------------------
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// Purpose : For innate range attack
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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int CNPC_Barney::RangeAttack1Conditions( float flDot, float flDist )
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{
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if (GetEnemy() == NULL)
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{
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return( COND_NONE );
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}
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else if ( flDist > 1024 )
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{
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return( COND_TOO_FAR_TO_ATTACK );
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}
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else if ( flDot < 0.5 )
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{
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return( COND_NOT_FACING_ATTACK );
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}
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if ( CheckRangeAttack1 ( flDot, flDist ) )
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return( COND_CAN_RANGE_ATTACK1 );
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return COND_NONE;
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}
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//=========================================================
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// BarneyFirePistol - shoots one round from the pistol at
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// the enemy barney is facing.
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//=========================================================
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void CNPC_Barney::BarneyFirePistol ( void )
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{
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Vector vecShootOrigin;
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vecShootOrigin = GetAbsOrigin() + Vector( 0, 0, 55 );
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Vector vecShootDir = GetShootEnemyDir( vecShootOrigin );
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QAngle angDir;
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VectorAngles( vecShootDir, angDir );
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// SetBlending( 0, angDir.x );
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DoMuzzleFlash();
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FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, m_iAmmoType );
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int pitchShift = random->RandomInt( 0, 20 );
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// Only shift about half the time
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if ( pitchShift > 10 )
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pitchShift = 0;
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else
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pitchShift -= 5;
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CPASAttenuationFilter filter( this );
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EmitSound_t params;
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params.m_pSoundName = "Barney.FirePistol";
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params.m_flVolume = 1;
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params.m_nChannel= CHAN_WEAPON;
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params.m_SoundLevel = SNDLVL_NORM;
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params.m_nPitch = 100 + pitchShift;
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EmitSound( filter, entindex(), params );
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CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), 384, 0.3 );
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// UNDONE: Reload?
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m_cAmmoLoaded--;// take away a bullet!
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}
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int CNPC_Barney::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
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{
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// make sure friends talk about it if player hurts talkmonsters...
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int ret = BaseClass::OnTakeDamage_Alive( inputInfo );
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if ( !IsAlive() || m_lifeState == LIFE_DYING )
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return ret;
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if ( m_NPCState != NPC_STATE_PRONE && ( inputInfo.GetAttacker()->GetFlags() & FL_CLIENT ) )
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{
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// This is a heurstic to determine if the player intended to harm me
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// If I have an enemy, we can't establish intent (may just be crossfire)
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if ( GetEnemy() == NULL )
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{
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// If the player was facing directly at me, or I'm already suspicious, get mad
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if ( HasMemory( bits_MEMORY_SUSPICIOUS ) || IsFacing( inputInfo.GetAttacker(), GetAbsOrigin() ) )
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{
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// Alright, now I'm pissed!
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Speak( BA_MAD );
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Remember( bits_MEMORY_PROVOKED );
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StopFollowing();
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}
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else
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{
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// Hey, be careful with that
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Speak( BA_SHOT );
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Remember( bits_MEMORY_SUSPICIOUS );
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}
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}
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else if ( !(GetEnemy()->IsPlayer()) && m_lifeState == LIFE_ALIVE )
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{
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Speak( BA_SHOT );
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}
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}
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return ret;
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CNPC_Barney::PainSound( const CTakeDamageInfo &info )
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{
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if (gpGlobals->curtime < m_flPainTime)
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return;
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m_flPainTime = gpGlobals->curtime + random->RandomFloat( 0.5, 0.75 );
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CPASAttenuationFilter filter( this );
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CSoundParameters params;
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if ( GetParametersForSound( "Barney.Pain", params, NULL ) )
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{
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params.pitch = GetExpresser()->GetVoicePitch();
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EmitSound_t ep( params );
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EmitSound( filter, entindex(), ep );
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}
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CNPC_Barney::DeathSound( const CTakeDamageInfo &info )
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{
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CPASAttenuationFilter filter( this );
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CSoundParameters params;
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if ( GetParametersForSound( "Barney.Die", params, NULL ) )
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{
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params.pitch = GetExpresser()->GetVoicePitch();
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EmitSound_t ep( params );
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EmitSound( filter, entindex(), ep );
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}
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}
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void CNPC_Barney::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
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{
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CTakeDamageInfo info = inputInfo;
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switch( ptr->hitgroup )
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{
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case HITGROUP_CHEST:
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case HITGROUP_STOMACH:
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if ( info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_BLAST) )
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{
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info.ScaleDamage( 0.5f );
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}
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break;
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case 10:
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if ( info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB) )
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{
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info.SetDamage( info.GetDamage() - 20 );
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if ( info.GetDamage() <= 0 )
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{
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g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal );
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info.SetDamage( 0.01 );
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}
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}
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// always a head shot
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ptr->hitgroup = HITGROUP_HEAD;
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break;
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}
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BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
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}
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void CNPC_Barney::Event_Killed( const CTakeDamageInfo &info )
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{
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if ( m_nBody < BARNEY_BODY_GUNGONE )
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{
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// drop the gun!
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Vector vecGunPos;
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QAngle angGunAngles;
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CBaseEntity *pGun = NULL;
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SetBodygroup( 1, BARNEY_BODY_GUNGONE);
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GetAttachment( "0", vecGunPos, angGunAngles );
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angGunAngles.y += 180;
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pGun = DropItem( "weapon_glock", vecGunPos, angGunAngles );
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}
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SetUse( NULL );
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BaseClass::Event_Killed( info );
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if ( UTIL_IsLowViolence() )
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{
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SUB_StartLVFadeOut( 0.0f );
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}
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}
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void CNPC_Barney::SUB_StartLVFadeOut( float delay, bool notSolid )
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{
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SetThink( &CNPC_Barney::SUB_LVFadeOut );
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SetNextThink( gpGlobals->curtime + delay );
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SetRenderColorA( 255 );
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m_nRenderMode = kRenderNormal;
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if ( notSolid )
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{
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetLocalAngularVelocity( vec3_angle );
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}
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}
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void CNPC_Barney::SUB_LVFadeOut( void )
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{
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if( VPhysicsGetObject() )
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{
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if( VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD || GetEFlags() & EFL_IS_BEING_LIFTED_BY_BARNACLE )
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{
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// Try again in a few seconds.
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SetNextThink( gpGlobals->curtime + 5 );
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SetRenderColorA( 255 );
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return;
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}
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}
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float dt = gpGlobals->frametime;
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if ( dt > 0.1f )
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{
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dt = 0.1f;
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}
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m_nRenderMode = kRenderTransTexture;
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int speed = MAX(3,256*dt); // fade out over 3 seconds
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SetRenderColorA( UTIL_Approach( 0, m_clrRender->a, speed ) );
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NetworkStateChanged();
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if ( m_clrRender->a == 0 )
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{
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UTIL_Remove(this);
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}
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else
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{
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SetNextThink( gpGlobals->curtime );
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}
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}
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void CNPC_Barney::StartTask( const Task_t *pTask )
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{
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BaseClass::StartTask( pTask );
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}
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void CNPC_Barney::RunTask( const Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_RANGE_ATTACK1:
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if (GetEnemy() != NULL && (GetEnemy()->IsPlayer()))
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{
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m_flPlaybackRate = 1.5;
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}
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BaseClass::RunTask( pTask );
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break;
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default:
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BaseClass::RunTask( pTask );
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break;
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}
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void CNPC_Barney::HandleAnimEvent( animevent_t *pEvent )
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|
{
|
|
switch( pEvent->event )
|
|
{
|
|
case BARNEY_AE_SHOOT:
|
|
BarneyFirePistol();
|
|
break;
|
|
|
|
case BARNEY_AE_DRAW:
|
|
// barney's bodygroup switches here so he can pull gun from holster
|
|
SetBodygroup( 1, BARNEY_BODY_GUNDRAWN);
|
|
m_fGunDrawn = true;
|
|
break;
|
|
|
|
case BARNEY_AE_HOLSTER:
|
|
// change bodygroup to replace gun in holster
|
|
SetBodygroup( 1, BARNEY_BODY_GUNHOLSTERED);
|
|
m_fGunDrawn = false;
|
|
break;
|
|
|
|
default:
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
|
|
int CNPC_Barney::TranslateSchedule( int scheduleType )
|
|
{
|
|
switch( scheduleType )
|
|
{
|
|
case SCHED_ARM_WEAPON:
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
// face enemy, then draw.
|
|
return SCHED_BARNEY_ENEMY_DRAW;
|
|
}
|
|
break;
|
|
|
|
// Hook these to make a looping schedule
|
|
case SCHED_TARGET_FACE:
|
|
{
|
|
int baseType;
|
|
|
|
// call base class default so that scientist will talk
|
|
// when 'used'
|
|
baseType = BaseClass::TranslateSchedule( scheduleType );
|
|
|
|
if ( baseType == SCHED_IDLE_STAND )
|
|
return SCHED_BARNEY_FACE_TARGET;
|
|
else
|
|
return baseType;
|
|
}
|
|
break;
|
|
|
|
case SCHED_TARGET_CHASE:
|
|
{
|
|
return SCHED_BARNEY_FOLLOW;
|
|
break;
|
|
}
|
|
|
|
case SCHED_IDLE_STAND:
|
|
{
|
|
int baseType;
|
|
|
|
// call base class default so that scientist will talk
|
|
// when 'used'
|
|
baseType = BaseClass::TranslateSchedule( scheduleType );
|
|
|
|
if ( baseType == SCHED_IDLE_STAND )
|
|
return SCHED_BARNEY_IDLE_STAND;
|
|
else
|
|
return baseType;
|
|
}
|
|
break;
|
|
|
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
|
case SCHED_CHASE_ENEMY:
|
|
{
|
|
if ( HasCondition( COND_HEAVY_DAMAGE ) )
|
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
|
|
|
// No need to take cover since I can see him
|
|
// SHOOT!
|
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) && m_fGunDrawn )
|
|
return SCHED_RANGE_ATTACK1;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
//=========================================================
|
|
// SelectSchedule - Decides which type of schedule best suits
|
|
// the monster's current state and conditions. Then calls
|
|
// monster's member function to get a pointer to a schedule
|
|
// of the proper type.
|
|
//=========================================================
|
|
int CNPC_Barney::SelectSchedule( void )
|
|
{
|
|
if ( m_NPCState == NPC_STATE_COMBAT || GetEnemy() != NULL )
|
|
{
|
|
// Priority action!
|
|
if (!m_fGunDrawn )
|
|
return SCHED_ARM_WEAPON;
|
|
}
|
|
|
|
if ( GetFollowTarget() == NULL )
|
|
{
|
|
if ( HasCondition( COND_PLAYER_PUSHING ) && !(GetSpawnFlags() & SF_NPC_PREDISASTER ) ) // Player wants me to move
|
|
return SCHED_HL1TALKER_FOLLOW_MOVE_AWAY;
|
|
}
|
|
|
|
if ( BehaviorSelectSchedule() )
|
|
return BaseClass::SelectSchedule();
|
|
|
|
if ( HasCondition( COND_HEAR_DANGER ) )
|
|
{
|
|
CSound *pSound;
|
|
pSound = GetBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
|
|
if ( pSound && pSound->IsSoundType( SOUND_DANGER ) )
|
|
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
|
|
}
|
|
if ( HasCondition( COND_ENEMY_DEAD ) && IsOkToSpeak() )
|
|
{
|
|
Speak( BA_KILL );
|
|
}
|
|
|
|
switch( m_NPCState )
|
|
{
|
|
case NPC_STATE_COMBAT:
|
|
{
|
|
// dead enemy
|
|
if ( HasCondition( COND_ENEMY_DEAD ) )
|
|
return BaseClass::SelectSchedule(); // call base class, all code to handle dead enemies is centralized there.
|
|
|
|
// always act surprized with a new enemy
|
|
if ( HasCondition( COND_NEW_ENEMY ) && HasCondition( COND_LIGHT_DAMAGE) )
|
|
return SCHED_SMALL_FLINCH;
|
|
|
|
if ( HasCondition( COND_HEAVY_DAMAGE ) )
|
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
|
|
|
if ( !HasCondition(COND_SEE_ENEMY) )
|
|
{
|
|
// we can't see the enemy
|
|
if ( !HasCondition(COND_ENEMY_OCCLUDED) )
|
|
{
|
|
// enemy is unseen, but not occluded!
|
|
// turn to face enemy
|
|
return SCHED_COMBAT_FACE;
|
|
}
|
|
else
|
|
{
|
|
return SCHED_CHASE_ENEMY;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case NPC_STATE_ALERT:
|
|
case NPC_STATE_IDLE:
|
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
|
|
{
|
|
// flinch if hurt
|
|
return SCHED_SMALL_FLINCH;
|
|
}
|
|
|
|
if ( GetEnemy() == NULL && GetFollowTarget() )
|
|
{
|
|
if ( !GetFollowTarget()->IsAlive() )
|
|
{
|
|
// UNDONE: Comment about the recently dead player here?
|
|
StopFollowing();
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
|
|
return SCHED_TARGET_FACE;
|
|
}
|
|
}
|
|
|
|
// try to say something about smells
|
|
TrySmellTalk();
|
|
break;
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
NPC_STATE CNPC_Barney::SelectIdealState ( void )
|
|
{
|
|
return BaseClass::SelectIdealState();
|
|
}
|
|
|
|
void CNPC_Barney::DeclineFollowing( void )
|
|
{
|
|
if ( CanSpeakAfterMyself() )
|
|
{
|
|
Speak( BA_POK );
|
|
}
|
|
}
|
|
|
|
bool CNPC_Barney::CanBecomeRagdoll( void )
|
|
{
|
|
if ( UTIL_IsLowViolence() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::CanBecomeRagdoll();
|
|
}
|
|
|
|
bool CNPC_Barney::ShouldGib( const CTakeDamageInfo &info )
|
|
{
|
|
if ( UTIL_IsLowViolence() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::ShouldGib( info );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//------------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( monster_barney, CNPC_Barney )
|
|
|
|
//=========================================================
|
|
// > SCHED_BARNEY_FOLLOW
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BARNEY_FOLLOW,
|
|
|
|
" Tasks"
|
|
// " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_BARNEY_STOP_FOLLOWING"
|
|
" TASK_GET_PATH_TO_TARGET 0"
|
|
" TASK_MOVE_TO_TARGET_RANGE 180"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_TARGET_FACE"
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_HEAR_DANGER"
|
|
" COND_PROVOKED"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_BARNEY_ENEMY_DRAW
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BARNEY_ENEMY_DRAW,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_ARM"
|
|
" "
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_BARNEY_FACE_TARGET
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BARNEY_FACE_TARGET,
|
|
|
|
" Tasks"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_BARNEY_FOLLOW"
|
|
" "
|
|
" Interrupts"
|
|
" COND_GIVE_WAY"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_PROVOKED"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_BARNEY_IDLE_STAND
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BARNEY_IDLE_STAND,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT 2"
|
|
" TASK_TALKER_HEADRESET 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_PROVOKED"
|
|
" COND_HEAR_COMBAT"
|
|
" COND_SMELL"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|
|
|
|
|
|
//=========================================================
|
|
// DEAD BARNEY PROP
|
|
//
|
|
// Designer selects a pose in worldcraft, 0 through num_poses-1
|
|
// this value is added to what is selected as the 'first dead pose'
|
|
// among the monster's normal animations. All dead poses must
|
|
// appear sequentially in the model file. Be sure and set
|
|
// the m_iFirstPose properly!
|
|
//
|
|
//=========================================================
|
|
class CNPC_DeadBarney : public CAI_BaseNPC
|
|
{
|
|
DECLARE_CLASS( CNPC_DeadBarney, CAI_BaseNPC );
|
|
public:
|
|
|
|
void Spawn( void );
|
|
Class_T Classify ( void ) { return CLASS_NONE; }
|
|
|
|
bool KeyValue( const char *szKeyName, const char *szValue );
|
|
float MaxYawSpeed ( void ) { return 8.0f; }
|
|
|
|
int m_iPose;// which sequence to display -- temporary, don't need to save
|
|
int m_iDesiredSequence;
|
|
static char *m_szPoses[3];
|
|
|
|
DECLARE_DATADESC();
|
|
};
|
|
|
|
char *CNPC_DeadBarney::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" };
|
|
|
|
bool CNPC_DeadBarney::KeyValue( const char *szKeyName, const char *szValue )
|
|
{
|
|
if ( FStrEq( szKeyName, "pose" ) )
|
|
m_iPose = atoi( szValue );
|
|
else
|
|
BaseClass::KeyValue( szKeyName, szValue );
|
|
|
|
return true;
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_barney_dead, CNPC_DeadBarney );
|
|
|
|
BEGIN_DATADESC( CNPC_DeadBarney )
|
|
END_DATADESC()
|
|
|
|
//=========================================================
|
|
// ********** DeadBarney SPAWN **********
|
|
//=========================================================
|
|
void CNPC_DeadBarney::Spawn( void )
|
|
{
|
|
PrecacheModel("models/barney.mdl");
|
|
SetModel( "models/barney.mdl");
|
|
|
|
ClearEffects();
|
|
SetSequence( 0 );
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
SetRenderColor( 255, 255, 255, 255 );
|
|
|
|
SetSequence( m_iDesiredSequence = LookupSequence( m_szPoses[m_iPose] ) );
|
|
if ( GetSequence() == -1 )
|
|
{
|
|
Msg ( "Dead barney with bad pose\n" );
|
|
}
|
|
// Corpses have less health
|
|
m_iHealth = 0.0;//gSkillData.barneyHealth;
|
|
|
|
NPCInitDead();
|
|
}
|